added new models
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fileFormatVersion: 2
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guid: a2490cb1fa8b6cd49a5622fd0a0a5d19
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human: []
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skeleton: []
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upperLegTwist: 0.5
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fileFormatVersion: 2
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guid: a94dc3a3cdbada3458b5d81d6e9b7f3e
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@@ -0,0 +1,98 @@
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#usda 1.0
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(
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customLayerData = {
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string author = "ambientCG (ambientCG.com)"
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string copyright = "CC0 1.0 Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/)"
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string generator = "ambientCG USD Script (v2)"
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string title = "Metal012 by ambientCG"
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string url = "https://ambientcg.com/a/Metal012"
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}
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defaultPrim = "ambientCG_Metal012_2K_JPG"
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)
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def Material "ambientCG_Metal012_2K_JPG"
|
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{
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token outputs:surface.connect = </ambientCG_Metal012_2K_JPG/PBRShader.outputs:surface>
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def Shader "TextureCoordinateReader"
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{
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uniform token info:id = "UsdPrimvarReader_float2"
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token inputs:varname = "st"
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float2 outputs:result
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}
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def Shader "PBRShader"
|
||||
{
|
||||
uniform token info:id = "UsdPreviewSurface"
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||||
color3f inputs:diffuseColor.connect = </ambientCG_Metal012_2K_JPG/diffuseColor.outputs:rgb>
|
||||
float inputs:metallic.connect = </ambientCG_Metal012_2K_JPG/metallic.outputs:r>
|
||||
float inputs:displacement.connect = </ambientCG_Metal012_2K_JPG/displacement.outputs:r>
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normal3f inputs:normal.connect = </ambientCG_Metal012_2K_JPG/normal.outputs:rgb>
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float inputs:roughness.connect = </ambientCG_Metal012_2K_JPG/roughness.outputs:r>
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int inputs:useSpecularWorkflow = 0
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token outputs:surface
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}
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||||
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def Shader "diffuseColor"
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{
|
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uniform token info:id = "UsdUVTexture"
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float4 inputs:fallback = (0.8, 0.8, 0.8, 1)
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asset inputs:file = @Metal012_2K_Color.jpg@
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float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
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token inputs:sourceColorSpace = "sRGB"
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token inputs:wrapS = "repeat"
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token inputs:wrapT = "repeat"
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float3 outputs:rgb
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}
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def Shader "displacement"
|
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{
|
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uniform token info:id = "UsdUVTexture"
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float4 inputs:fallback = (0.5, 0.5, 0.5, 1)
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asset inputs:file = @Metal012_2K_Displacement.jpg@
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float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
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token inputs:sourceColorSpace = "raw"
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token inputs:wrapS = "repeat"
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token inputs:wrapT = "repeat"
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float outputs:r
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}
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def Shader "roughness"
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{
|
||||
uniform token info:id = "UsdUVTexture"
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float4 inputs:fallback = (1, 1, 1, 1)
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asset inputs:file = @Metal012_2K_Roughness.jpg@
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float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
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token inputs:sourceColorSpace = "raw"
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token inputs:wrapS = "repeat"
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token inputs:wrapT = "repeat"
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||||
float outputs:r
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}
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def Shader "metallic"
|
||||
{
|
||||
uniform token info:id = "UsdUVTexture"
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||||
float4 inputs:fallback = (0, 0, 0, 1)
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asset inputs:file = @Metal012_2K_Metalness.jpg@
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float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
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token inputs:sourceColorSpace = "raw"
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token inputs:wrapS = "repeat"
|
||||
token inputs:wrapT = "repeat"
|
||||
float outputs:r
|
||||
}
|
||||
|
||||
def Shader "normal"
|
||||
{
|
||||
uniform token info:id = "UsdUVTexture"
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float4 inputs:fallback = (0, 0, 1, 1)
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asset inputs:file = @Metal012_2K_NormalGL.jpg@
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float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
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float4 inputs:bias = (-1, -1, -1, 0)
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float4 inputs:scale = (2, 2, 2, 1)
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||||
token inputs:sourceColorSpace = "raw"
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||||
token inputs:wrapS = "repeat"
|
||||
token inputs:wrapT = "repeat"
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||||
float3 outputs:rgb
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||||
}
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||||
}
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||||
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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fileFormatVersion: 2
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fileFormatVersion: 2
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linearTexture: 0
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maxTextureSize: 2048
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spritePixelsToUnits: 100
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textureType: 0
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buildTarget: Server
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textureCompression: 1
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spriteSheet:
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sprites: []
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spriteID:
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mipmaps:
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sRGBTexture: 1
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linearTexture: 0
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bumpmap:
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streamingMipmapsPriority: 0
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vTOnly: 0
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generateCubemap: 6
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using System.Runtime.Serialization;
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public enum StatsId { Money, RentAccount, Food, Energy, BankAccount, Job, }
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public enum Tasks { Move, Interact, Rotate };
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public enum TaskStatus { Waiting, InProgress, Complete };
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public enum AnimationStates
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{
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[EnumMember(Value = "Idle")]
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Idle,
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[EnumMember(Value = "Move")]
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Walking,
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[EnumMember(Value = "Sleeping")]
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Sleeping,
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[EnumMember(Value = "StandToSit")]
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[BlockingAnimation]
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Sitting,
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[EnumMember(Value = "SitToStand")]
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Standing
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public class ColaFreezer : BaseInteractableObject
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{
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[SerializeField]
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private FoodObjectSO _foodObjectSO;
|
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private SellableItemSO _sellableItemSO;
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public override void Interact(Player player)
|
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{
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if (!player.HasFoodObject())
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{
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player.BuyObject(_foodObjectSO);
|
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//player.BuyObject(_sellableItemSO);
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// Spawn new object and set to player
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var transform = Instantiate(_foodObjectSO.prefab, _playerArrivePoint);
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var transform = Instantiate(_sellableItemSO.prefab, _playerArrivePoint);
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var foodObject = transform.GetComponent<FoodObject>();
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player.SetFoodObject(foodObject);
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}
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@@ -7,27 +7,7 @@ using System.Runtime.Serialization;
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using UnityEngine;
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using UnityEngine.AI;
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public class BlockingAnimation : Attribute
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{
|
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}
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public enum Tasks { Move, Interact, Rotate };
|
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public enum TaskStatus { Waiting, InProgress, Complete };
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public enum AnimationStates
|
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{
|
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[EnumMember(Value = "Idle")]
|
||||
Idle,
|
||||
[EnumMember(Value = "Move")]
|
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Walking,
|
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[EnumMember(Value = "Sleeping")]
|
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Sleeping,
|
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[EnumMember(Value = "StandToSit")]
|
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[BlockingAnimation]
|
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Sitting,
|
||||
[EnumMember(Value = "SitToStand")]
|
||||
[BlockingAnimation]
|
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Standing
|
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};
|
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public class BlockingAnimation : Attribute{}
|
||||
|
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public class Player : MonoBehaviour
|
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{
|
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@@ -106,7 +86,7 @@ public class Player : MonoBehaviour
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_currentTask.UpdateStatus(MoveToPoint());
|
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break;
|
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case Tasks.Interact:
|
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if (pathComplete(_currentTask.TagretObject._playerArrivePoint.position))
|
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if (IsPathComplete(_currentTask.TagretObject._playerArrivePoint.position))
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_currentTask.UpdateStatus(InteractWithObject(_currentTask.TagretObject));
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else
|
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{
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@@ -131,10 +111,10 @@ public class Player : MonoBehaviour
|
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Vector2 velocity = (Time.deltaTime > 1e-5f) ? _groundDeltaPosition / Time.deltaTime : Vector2.zero;
|
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_animator.SetFloat(WALK_VELOCITY, velocity.y);
|
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|
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return pathComplete(_navAgent.destination) ? TaskStatus.Complete : TaskStatus.InProgress;
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return IsPathComplete(_navAgent.destination) ? TaskStatus.Complete : TaskStatus.InProgress;
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}
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private bool pathComplete(Vector3 destination)
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private bool IsPathComplete(Vector3 destination)
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{
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if (Vector3.Distance(destination, _navAgent.transform.position) <= _navAgent.radius)
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{
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@@ -216,10 +196,9 @@ public class Player : MonoBehaviour
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}
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}
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public void BuyObject(FoodObjectSO objectToBuy)
|
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public void Pay(float amount)
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{
|
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Stats[StatsId.Money].deduct(objectToBuy.objectPrice);
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//action.ApplyAction(this);
|
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Stats[StatsId.Money].deduct(amount);
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}
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public float Eat()
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@@ -238,6 +217,7 @@ public class Player : MonoBehaviour
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?.GetCustomAttribute<EnumMemberAttribute>(false)
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?.Value;
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}
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private static bool IsBlockingAnimation<T>(T value)
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where T : struct, IConvertible
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{
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@@ -247,7 +227,6 @@ public class Player : MonoBehaviour
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return attr != null;
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}
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public void SetFoodObject(FoodObject foodObject)
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{
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foodObject.transform.parent = _holdPoint;
|
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@@ -1,6 +1,6 @@
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using System.Collections.Generic;
|
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|
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public enum StatsId { Money, RentAccount, Food, Energy, BankAccount, Job, }
|
||||
|
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public class PlayerStats
|
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{
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public static Dictionary<StatsId, Stat> CreateInitialStats()
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@@ -1,7 +1,7 @@
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using UnityEngine;
|
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|
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[CreateAssetMenu()]
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public class FoodObjectSO : ScriptableObject
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public class SellableItemSO : ScriptableObject
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{
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public Transform prefab;
|
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public string objectName;
|
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